Quick Build
To quickly create a Doctor, follow these suggestions. First put your highest ability score in Int or Wis followed by Constitution. Second choose Merfolk as your species.
HIT POINTS
Hit Dice: 1d8 per Doctor level
Hit Points at 1st Level and beyond: 8 + your constitution modifier
Energy POINTS
Energy Dice: 1d10 per Doctor level
Energy Points at 1st Level: 10 + your Constitution modifier
Energy Points at Higher Levels: 10 + your Constitution modifier per Doctor level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields, Simple Clothing, Fine Clothing, Luxury Clothing
Weapons: Simple Weapons, Simple Firearm Weapons, Exotic Firearm Weapons
Tools: Medical Tools, Herbalist Tools, Chef's Tools or Angler's Tools
Saving Throws: CON, WIS, INT
Skills: Medicine, Choose three from Artifact Knowledge, Endurance, Perception, History, Insight, Animal Handling, Nature, Persuasion, Survival, or Culture
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Doctor’s Toolkit
At 1st level you gain the affinity with two of the following Restorative, Necrotic, Poison, or Acid. At level 5 you gain affinity with another that you did not choose previously. At level 13 you gain affinity with the final type. You may also select Intelligence or Wisdom for your Special Technique Save DC and attack bonus, these choices cannot be changed later.
Doctor’s Orders
Also at 1st level you are skilled at instructing allies on how to best recuperate. When you or any allied creatures that can hear you finish a short or long rest they can choose to restore 1d6 hp or energy. This bonus is increased to 2d6 at 7th level, 3d6 at 11th, and 4d6 at 17th Level.
Healer’s/Destroyer’s Touch
At 2nd level you learn how to restore or harm creatures easily. Choose either Healer’s or Destroyer’s touch you gain a pool of points equal to 10 x Your Doctor Level which you regain on a Long Rest. Which can be used to fuel your selected touch:
Healer’s Touch: As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one physical or elemental status condition affecting it. You can cure multiple effects with a single use of Healer’s Touch, expending hit points separately for each one. This feature has no effect on undead and constructs
Destroyer’s Touch: As an action, declare the number of points you wish to expend, up to a maximum of 8 × your proficiency bonus, and make a Special attack against one creature within your reach. On a hit, you expend the declared amount of points and deal necrotic, poison, or acid damage equal to the points expended (you must have the affinity for your selected damage type). If the attack misses, you still expend these points. The damage dealt by your Destroyer's Touch is doubled when you score a critical hit, expending no additional points
This attack deals no damage to Constructs and instead heals Undead for the number of points expended. You can target a willing creature with this ability without making a spell attack roll
Medical Practice
At 2nd level you’ve devoted your medical practice to a specific area. You gain features at levels 2, 5, 9, 13, 17 according to your choice
Picture of Vitality
Beginning at 3rd level you've learned how to keep your energy and vitality at peak conditions. Choose either Hit Points or Energy and either Intelligence or Wisdom. The selected attribute now scales off of your selected stat modifier instead of its normal modifier. This applies retroactively as well
Self Care
Your knowledge of medicine and health has granted you the ability to improve upon yourself. At levels 3, 7, 11, and 18 you can choose one of the following benefits which cannot be changed later. You may choose the same benefit twice. At 18th level when you would use this feature you may increase one of the noted ability scores beyond 20.
Weight Training: You gain +1 to STR
Agility Training: You gain +1 to Dex
Endurance Training: You gain +1 to Con
Cardio: You gain +5 to all movement speeds you posses
Eye Exam: You gain +2 to perception checks
Mental Fitness: You gain +1 to Int, Cha, or Wis Saving Throws
Quick Wits: You gain a +2 Bonus to initiative checks
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature. (edited)
Hippocratic Oath
When you reach 5th level you've developed a strong vow around your practice of medicine that guides how you act and what you believe. At 13th level your oath deepens granting additional bonuses.
Do no Harm: You believe that a Doctor should never inflict harm on others, they should always work in the progress of health. As such you've found a method of tiring out your enemies instead of directly hurting them. At 5th level when you would damage a creature you may instead damage their energy directly. At 13th level once per short rest, when you would damage a creature's energy you choose to gain half the amount of damage done as temporary energy.
Do Harm: You see the study of medicine as a weapon to be wielded and you wield it well. At 5th level when you would inflict damage on a creature you can change the damage type to any element you have affinity with. At 13th level when you would hit a creature with a weapon attack that is suffering from an elemental status condition related to an element you have affinity with you deal extra die damage equal to half the amount of stacks of that element (rounded up). This feature can only be used to target one elemental status condition at a time.
Self Preservation: You’ve taken one of the first thing any medic is taught to heart “You can’t help anyone else if you get yourself hurt”. At 5th level you’re able to take the dash or disengage actions as a bonus action if there is an enemy within 15ft of you. At 13th level you take the both the dash and disengage action whenever you take one of those actions. Additionally your level 5 feature no longer requires an enemy to be within 15 ft.
Pursuit of Science: You see biology and medicine as a means to further scientific knowledge and test your experiments on the field. At 5th level when you deal poison, necrotic, or acid damage you deal an additional die of damage. At 13th level when you deal poison, acid, or necrotic damage to a creature you can attempt to splash the damage to an adjacent creature to the original target. They must make a Constitution Saving Throw versus you Special Save DC or take half the damage the original target took.
Never Give Up on a Patient: You’ve experienced a traumatic loss during your study of medicine and vowed to do everything in your power to avoid that happening again. At 5th level, you and allied creatures within 15 feet of you have their range for successful death Saving Throws extended by 2 (8+ are successful) and a natural roll of 19+ on a Death Saving Throw is treated as a critical success. At 13th level as a reaction to an allied creature falling to 0 hit points or below you may use a Special Technique that restores hit points or Healer’s Touch on that creature as long as they are within range.
Emergency Medicine
You are able to quickly spring into action utilizing your medical knowledge. At 6th level once per short rest you can use a Special Technique with the Restorative Keyword or that deals poison, acid, or Necrotic damage as a bonus action. The healing or damage done by this technique is halved. (Rounded up).
Perfected Medicine
Starting at 10th Level, you know medicine inside and out. Whenever you use a Special Technique to heal a creature you may either heal an additional die or restore energy to that creature equal to an additional die (the amount of energy restored cannot exceed the cost of the Technique.) Alternatively when you use a Special Technique to deal Poison, Acid, or Necrotic damage you may either deal an additional die of damage or damage the energy of that creature equal to an additional die of damage (the amount of energy damaged cannot exceed the cost of the Technique.) At 14th Level, you may reroll all 1’s & 2’s, on Special Techniques the restore hit points or deal poison, acid, or necrotic damage taking the second result.
Life Giving/Taking Touch
You’ve mastered medicine, so much so that you can heal or wither an enemy at your touch. At 20th level once per long rest you can use Healer/Destroyer’s touch as a bonus action. Additionally, when you use your Healer’s or Destroyer’s touch you gain the additional effects:
Healer's Touch: When you restore hit points you can cure physical or elemental status conditions without expending additional points as long as you are restoring an appropriate amount of hitpoints that it would normally require (curing 4 conditions would require you to heal at least 20 hit points.)
Destroyer’s Touch: Twice per long rest when you use your Destroyer’s touch you can heal yourself or a creature adjacent to you for half of the damage dealt.